tear out glsl stuff

This commit is contained in:
Eric Wasylishen 2014-10-17 16:29:19 -06:00
parent d1bd72037e
commit 9a0d529195
4 changed files with 23 additions and 240 deletions

View file

@ -368,7 +368,7 @@ void GL_MakeAliasModelDisplayLists_VBO (void)
int maxverts_vbo;
trivertx_t *verts;
if (!gl_glsl_able)
if (!gl_arb_vp_able)
return;
// ericw -- first, copy the verts onto the hunk
@ -457,7 +457,7 @@ void GLMesh_LoadVertexBuffers (void)
int totalindexes = 0;
int totalvbosize = 0;
if (!gl_glsl_able)
if (!gl_arb_vp_able)
return;
// pass 1 - count the sizes we need

View file

@ -95,7 +95,7 @@ qboolean gl_anisotropy_able = false; //johnfitz
float gl_max_anisotropy; //johnfitz
qboolean gl_texture_NPOT = false; //ericw
qboolean gl_vbo_able = false; //ericw
qboolean gl_glsl_able = false; //ericw
qboolean gl_arb_vp_able = false; //ericw
GLint gl_max_texture_units = 0; //ericw
PFNGLMULTITEXCOORD2FARBPROC GL_MTexCoord2fFunc = NULL; //johnfitz
@ -107,26 +107,6 @@ PFNGLBUFFERSUBDATAARBPROC GL_BufferSubDataFunc = NULL; //ericw
PFNGLDELETEBUFFERSARBPROC GL_DeleteBuffersFunc = NULL; //ericw
PFNGLGENBUFFERSARBPROC GL_GenBuffersFunc = NULL; //ericw
QS_PFNGLCREATESHADERPROC GL_CreateShaderFunc = NULL; //ericw
QS_PFNGLSHADERSOURCEPROC GL_ShaderSourceFunc = NULL; //ericw
QS_PFNGLCOMPILESHADERPROC GL_CompileShaderFunc = NULL; //ericw
QS_PFNGLGETSHADERIVPROC GL_GetShaderivFunc = NULL; //ericw
QS_PFNGLGETSHADERINFOLOGPROC GL_GetShaderInfoLogFunc = NULL; //ericw
QS_PFNGLGETPROGRAMIVPROC GL_GetProgramivFunc = NULL; //ericw
QS_PFNGLGETPROGRAMINFOLOGPROC GL_GetProgramInfoLogFunc = NULL; //ericw
QS_PFNGLCREATEPROGRAMPROC GL_CreateProgramFunc = NULL; //ericw
QS_PFNGLATTACHSHADERPROC GL_AttachShaderFunc = NULL; //ericw
QS_PFNGLLINKPROGRAMPROC GL_LinkProgramFunc = NULL; //ericw
QS_PFNGLUSEPROGRAMPROC GL_UseProgramFunc = NULL; //ericw
QS_PFNGLGETATTRIBLOCATIONPROC GL_GetAttribLocationFunc = NULL; //ericw
QS_PFNGLVERTEXATTRIBPOINTERPROC GL_VertexAttribPointerFunc = NULL; //ericw
QS_PFNGLENABLEVERTEXATTRIBARRAYPROC GL_EnableVertexAttribArrayFunc = NULL; //ericw
QS_PFNGLDISABLEVERTEXATTRIBARRAYPROC GL_DisableVertexAttribArrayFunc = NULL; //ericw
QS_PFNGLGETUNIFORMLOCATIONPROC GL_GetUniformLocationFunc = NULL; //ericw
QS_PFNGLUNIFORM1FPROC GL_Uniform1fFunc = NULL; //ericw
QS_PFNGLUNIFORM3FPROC GL_Uniform3fFunc = NULL; //ericw
QS_PFNGLUNIFORM4FPROC GL_Uniform4fFunc = NULL; //ericw
// vertex/fragment program
PFNGLBINDPROGRAMARBPROC qglBindProgramARB = NULL;
PFNGLDELETEPROGRAMSARBPROC qglDeleteProgramsARB = NULL;
@ -1039,60 +1019,7 @@ static void GL_CheckExtensions (void)
Con_Warning ("texture_non_power_of_two not supported\n");
}
// GLSL
//
if (COM_CheckParm("-noglsl"))
Con_Warning ("GLSL disabled at command line\n");
else
{
GL_CreateShaderFunc = (QS_PFNGLCREATESHADERPROC) SDL_GL_GetProcAddress("glCreateShader");
GL_ShaderSourceFunc = (QS_PFNGLSHADERSOURCEPROC) SDL_GL_GetProcAddress("glShaderSource");
GL_CompileShaderFunc = (QS_PFNGLCOMPILESHADERPROC) SDL_GL_GetProcAddress("glCompileShader");
GL_GetShaderivFunc = (QS_PFNGLGETSHADERIVPROC) SDL_GL_GetProcAddress("glGetShaderiv");
GL_GetShaderInfoLogFunc = (QS_PFNGLGETSHADERINFOLOGPROC) SDL_GL_GetProcAddress("glGetShaderInfoLog");
GL_GetProgramivFunc = (QS_PFNGLGETPROGRAMIVPROC) SDL_GL_GetProcAddress("glGetProgramiv");
GL_GetProgramInfoLogFunc = (QS_PFNGLGETPROGRAMINFOLOGPROC) SDL_GL_GetProcAddress("glGetProgramInfoLog");
GL_CreateProgramFunc = (QS_PFNGLCREATEPROGRAMPROC) SDL_GL_GetProcAddress("glCreateProgram");
GL_AttachShaderFunc = (QS_PFNGLATTACHSHADERPROC) SDL_GL_GetProcAddress("glAttachShader");
GL_LinkProgramFunc = (QS_PFNGLLINKPROGRAMPROC) SDL_GL_GetProcAddress("glLinkProgram");
GL_UseProgramFunc = (QS_PFNGLUSEPROGRAMPROC) SDL_GL_GetProcAddress("glUseProgram");
GL_GetAttribLocationFunc = (QS_PFNGLGETATTRIBLOCATIONPROC) SDL_GL_GetProcAddress("glGetAttribLocation");
GL_VertexAttribPointerFunc = (QS_PFNGLVERTEXATTRIBPOINTERPROC) SDL_GL_GetProcAddress("glVertexAttribPointer");
GL_EnableVertexAttribArrayFunc = (QS_PFNGLENABLEVERTEXATTRIBARRAYPROC) SDL_GL_GetProcAddress("glEnableVertexAttribArray");
GL_DisableVertexAttribArrayFunc = (QS_PFNGLDISABLEVERTEXATTRIBARRAYPROC) SDL_GL_GetProcAddress("glDisableVertexAttribArray");
GL_GetUniformLocationFunc = (QS_PFNGLGETUNIFORMLOCATIONPROC) SDL_GL_GetProcAddress("glGetUniformLocation");
GL_Uniform1fFunc = (QS_PFNGLUNIFORM1FPROC) SDL_GL_GetProcAddress("glUniform1f");
GL_Uniform3fFunc = (QS_PFNGLUNIFORM3FPROC) SDL_GL_GetProcAddress("glUniform3f");
GL_Uniform4fFunc = (QS_PFNGLUNIFORM4FPROC) SDL_GL_GetProcAddress("glUniform4f");
if (GL_CreateShaderFunc &&
GL_ShaderSourceFunc &&
GL_CompileShaderFunc &&
GL_GetShaderivFunc &&
GL_GetShaderInfoLogFunc &&
GL_GetProgramivFunc &&
GL_GetProgramInfoLogFunc &&
GL_CreateProgramFunc &&
GL_AttachShaderFunc &&
GL_LinkProgramFunc &&
GL_UseProgramFunc &&
GL_GetAttribLocationFunc &&
GL_VertexAttribPointerFunc &&
GL_EnableVertexAttribArrayFunc &&
GL_DisableVertexAttribArrayFunc &&
GL_GetUniformLocationFunc &&
GL_Uniform1fFunc &&
GL_Uniform3fFunc &&
GL_Uniform4fFunc)
{
Con_Printf("FOUND: GLSL\n");
gl_glsl_able = true;
}
else
{
Con_Warning ("GLSL not available\n");
}
}
// gl_arb_vp
if (!(qglBindProgramARB = (PFNGLBINDPROGRAMARBPROC) SDL_GL_GetProcAddress ("glBindProgramARB"))) return;
if (!(qglDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC) SDL_GL_GetProcAddress ("glDeleteProgramsARB"))) return;
@ -1116,6 +1043,9 @@ static void GL_CheckExtensions (void)
if (!(qglVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC) SDL_GL_GetProcAddress ("glVertexAttribPointerARB"))) return;
if (!(qglEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC) SDL_GL_GetProcAddress ("glEnableVertexAttribArrayARB"))) return;
if (!(qglDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) SDL_GL_GetProcAddress ("glDisableVertexAttribArrayARB"))) return;
Con_Printf("FOUND: gl_arb_vp\n");
gl_arb_vp_able = true;
}
/*

View file

@ -175,47 +175,7 @@ extern qboolean gl_vbo_able;
//ericw -- GLSL
// SDL 1.2 has a bug where it doesn't provide these typedefs on OS X!
typedef GLuint (APIENTRYP QS_PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP QS_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP QS_PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef void (APIENTRYP QS_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP QS_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (APIENTRYP QS_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (APIENTRYP QS_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLuint (APIENTRYP QS_PFNGLCREATEPROGRAMPROC) (void);
typedef void (APIENTRYP QS_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP QS_PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP QS_PFNGLUSEPROGRAMPROC) (GLuint program);
typedef GLint (APIENTRYP QS_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP QS_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
typedef void (APIENTRYP QS_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (APIENTRYP QS_PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP QS_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP QS_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
typedef void (APIENTRYP QS_PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (APIENTRYP QS_PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
extern QS_PFNGLCREATESHADERPROC GL_CreateShaderFunc;
extern QS_PFNGLSHADERSOURCEPROC GL_ShaderSourceFunc;
extern QS_PFNGLCOMPILESHADERPROC GL_CompileShaderFunc;
extern QS_PFNGLGETSHADERIVPROC GL_GetShaderivFunc;
extern QS_PFNGLGETSHADERINFOLOGPROC GL_GetShaderInfoLogFunc;
extern QS_PFNGLGETPROGRAMIVPROC GL_GetProgramivFunc;
extern QS_PFNGLGETPROGRAMINFOLOGPROC GL_GetProgramInfoLogFunc;
extern QS_PFNGLCREATEPROGRAMPROC GL_CreateProgramFunc;
extern QS_PFNGLATTACHSHADERPROC GL_AttachShaderFunc;
extern QS_PFNGLLINKPROGRAMPROC GL_LinkProgramFunc;
extern QS_PFNGLUSEPROGRAMPROC GL_UseProgramFunc;
extern QS_PFNGLGETATTRIBLOCATIONPROC GL_GetAttribLocationFunc;
extern QS_PFNGLVERTEXATTRIBPOINTERPROC GL_VertexAttribPointerFunc;
extern QS_PFNGLENABLEVERTEXATTRIBARRAYPROC GL_EnableVertexAttribArrayFunc;
extern QS_PFNGLDISABLEVERTEXATTRIBARRAYPROC GL_DisableVertexAttribArrayFunc;
extern QS_PFNGLGETUNIFORMLOCATIONPROC GL_GetUniformLocationFunc;
extern QS_PFNGLUNIFORM1FPROC GL_Uniform1fFunc;
extern QS_PFNGLUNIFORM3FPROC GL_Uniform3fFunc;
extern QS_PFNGLUNIFORM4FPROC GL_Uniform4fFunc;
extern qboolean gl_glsl_able;
extern qboolean gl_arb_vp_able;
// ericw --
// vertex/fragment program

View file

@ -173,125 +173,16 @@ void GL_DrawAliasFrame_GLSL (aliashdr_t *paliashdr, lerpdata_t lerpdata)
qglBindProgramARB (GL_VERTEX_PROGRAM_ARB, shader);
glEnable( GL_VERTEX_PROGRAM_ARB );
//
// ericw -- shader
#if 0
static GLuint shader;
static GLuint program;
static GLuint blendLoc;
static GLuint shadevectorLoc;
static GLuint lightColorLoc;
static GLint pose1VertexAttrIndex;
static GLint pose1NormalAttrIndex;
static GLint pose2VertexAttrIndex;
static GLint pose2NormalAttrIndex;
if (shader == 0)
{
const GLchar *source = \
"#version 110\n"
"\n"
"uniform float Blend;\n"
"uniform vec3 ShadeVector;\n"
"uniform vec4 LightColor;\n"
"attribute vec4 Pose1Vert;\n"
"attribute vec3 Pose1Normal;\n"
"attribute vec4 Pose2Vert;\n"
"attribute vec3 Pose2Normal;\n"
"float r_avertexnormal_dot(vec3 vertexnormal) // from MH \n"
"{\n"
" float dot = dot(vertexnormal, ShadeVector);\n"
" // wtf - this reproduces anorm_dots within as reasonable a degree of tolerance as the >= 0 case\n"
" if (dot < 0.0)\n"
" return 1.0 + dot * (13.0 / 44.0);\n"
" else\n"
" return 1.0 + dot;\n"
"}\n"
"void main()\n"
"{\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
" gl_TexCoord[1] = gl_MultiTexCoord0;\n"
" vec4 lerpedVert = mix(Pose1Vert, Pose2Vert, Blend);\n"
" gl_Position = gl_ModelViewProjectionMatrix * lerpedVert;\n"
" float dot1 = r_avertexnormal_dot(Pose1Normal);\n"
" float dot2 = r_avertexnormal_dot(Pose2Normal);\n"
" gl_FrontColor = LightColor * vec4(vec3(mix(dot1, dot2, Blend)), 1.0);\n"
" // fog\n"
" vec3 ecPosition = vec3(gl_ModelViewMatrix * lerpedVert);\n"
" gl_FogFragCoord = abs(ecPosition.z);\n"
"}\n";
shader = GL_CreateShaderFunc(GL_VERTEX_SHADER);
GL_ShaderSourceFunc(shader, 1, &source, NULL);
GL_CompileShaderFunc(shader);
GLint status;
GL_GetShaderivFunc(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
static char infolog[65536];
GL_GetShaderInfoLogFunc (shader, 65536, NULL, infolog);
printf("Shader info log: %s\n", infolog);
Sys_Error("Shader failed to compile");
}
// create program
program = GL_CreateProgramFunc();
GL_AttachShaderFunc(program, shader);
GL_LinkProgramFunc(program);
GL_GetProgramivFunc(program, GL_LINK_STATUS, &status);
if (status != GL_TRUE)
{
Sys_Error("Program failed to link");
}
// get uniform location
blendLoc = GL_GetUniformLocationFunc(program, "Blend");
if (blendLoc == -1)
{
Sys_Error("GL_GetUniformLocationFunc Blend failed");
}
shadevectorLoc = GL_GetUniformLocationFunc(program, "ShadeVector");
if (shadevectorLoc == -1)
{
Sys_Error("GL_GetUniformLocationFunc shadevector failed");
}
lightColorLoc = GL_GetUniformLocationFunc(program, "LightColor");
if (lightColorLoc == -1)
{
Sys_Error("GL_GetUniformLocationFunc LightColor failed");
}
// get attributes
pose1VertexAttrIndex = GL_GetAttribLocationFunc(program, "Pose1Vert");
pose1NormalAttrIndex = GL_GetAttribLocationFunc(program, "Pose1Normal");
pose2VertexAttrIndex = GL_GetAttribLocationFunc(program, "Pose2Vert");
pose2NormalAttrIndex = GL_GetAttribLocationFunc(program, "Pose2Normal");
}
GL_UseProgramFunc(program);
#endif
// ericw --
// ericw -- bind it and stuff
GL_BindBufferFunc (GL_ARRAY_BUFFER, r_meshvbo);
GL_BindBufferFunc (GL_ELEMENT_ARRAY_BUFFER, r_meshindexesvbo);
GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_t), GLARB_GetXYZOffset (paliashdr, lerpdata.pose1));
GL_EnableVertexAttribArrayFunc (pose1VertexAttrIndex);
qglVertexAttribPointerARB (pose1VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_t), GLARB_GetXYZOffset (paliashdr, lerpdata.pose1));
qglEnableVertexAttribArrayARB (pose1VertexAttrIndex);
GL_VertexAttribPointerFunc (pose2VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_t), GLARB_GetXYZOffset (paliashdr, lerpdata.pose2));
GL_EnableVertexAttribArrayFunc (pose2VertexAttrIndex);
qglVertexAttribPointerARB (pose2VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_t), GLARB_GetXYZOffset (paliashdr, lerpdata.pose2));
qglEnableVertexAttribArrayARB (pose2VertexAttrIndex);
GL_ClientActiveTextureFunc (GL_TEXTURE0_ARB);
glTexCoordPointer(2, GL_FLOAT, 0, (void *)(intptr_t)currententity->model->vbostofs);
@ -303,11 +194,11 @@ void GL_DrawAliasFrame_GLSL (aliashdr_t *paliashdr, lerpdata_t lerpdata)
GL_ClientActiveTextureFunc (GL_TEXTURE2_ARB);
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 3, GL_FLOAT, GL_FALSE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose1));
GL_EnableVertexAttribArrayFunc (pose1NormalAttrIndex);
qglVertexAttribPointerARB (pose1NormalAttrIndex, 3, GL_FLOAT, GL_FALSE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose1));
qglEnableVertexAttribArrayARB (pose1NormalAttrIndex);
GL_VertexAttribPointerFunc (pose2NormalAttrIndex, 3, GL_FLOAT, GL_FALSE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose2));
GL_EnableVertexAttribArrayFunc (pose2NormalAttrIndex);
qglVertexAttribPointerARB (pose2NormalAttrIndex, 3, GL_FLOAT, GL_FALSE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose2));
qglEnableVertexAttribArrayARB (pose2NormalAttrIndex);
// set uniforms
@ -321,8 +212,8 @@ void GL_DrawAliasFrame_GLSL (aliashdr_t *paliashdr, lerpdata_t lerpdata)
// clean up
GL_DisableVertexAttribArrayFunc(pose1VertexAttrIndex);
GL_DisableVertexAttribArrayFunc(pose2VertexAttrIndex);
qglDisableVertexAttribArrayARB(pose1VertexAttrIndex);
qglDisableVertexAttribArrayARB(pose2VertexAttrIndex);
GL_ClientActiveTextureFunc(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
@ -333,8 +224,8 @@ void GL_DrawAliasFrame_GLSL (aliashdr_t *paliashdr, lerpdata_t lerpdata)
GL_ClientActiveTextureFunc(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_DisableVertexAttribArrayFunc(pose1NormalAttrIndex);
GL_DisableVertexAttribArrayFunc(pose2NormalAttrIndex);
qglDisableVertexAttribArrayARB(pose1NormalAttrIndex);
qglDisableVertexAttribArrayARB(pose2NormalAttrIndex);
glDisable(GL_VERTEX_PROGRAM_ARB);
@ -357,12 +248,14 @@ void GL_DrawAliasFrame (aliashdr_t *paliashdr, lerpdata_t lerpdata)
qboolean lerping;
// call fast path if possible
if (gl_glsl_able && !r_drawflat_cheatsafe && shading)
if (gl_arb_vp_able && !r_drawflat_cheatsafe && shading)
{
GL_DrawAliasFrame_GLSL (paliashdr, lerpdata);
return;
}
Sys_Error("didn't use fast path");
if (lerpdata.pose1 != lerpdata.pose2)
{
lerping = true;